const UI_BACKGROUND_VERTEX_SHADER=`
    varying vec2 vUv;
	#include <clipping_planes_pars_vertex>
	void main() {
		vUv = uv;
		vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
		gl_Position = projectionMatrix * mvPosition;
		#include <clipping_planes_vertex>
	}
`;

export default UI_BACKGROUND_VERTEX_SHADER;